System and method for video game user registration based on game progress

ABSTRACT

A control method performed by a computer including a storage module and configured to control progress of a game played by a user registered in an application, includes storing, in the storage module, identification information of each of a plurality of users in association with registration information indicating whether the user is registered in the application, retrieving a game progress request including identification information of a first user from a first terminal device of the first user, determining whether or not the first user is registered in the application, transmitting display data for displaying a game screen used in the game to the first terminal device when the first user is registered in the application, and transmitting display data for displaying a registration screen for registering the first user in the application to the first terminal device, when the first user is not registered in the application.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is based upon and claims the benefit of priority ofprior Japanese Patent Application No. 2014-135350, filed on Jun. 30,2014, the entire contents of which are incorporated herein by reference.

TECHNICAL FIELD

Embodiments discussed in the present specification relate to a controltechnology.

BACKGROUND

In recent years, servers that provide games to portable devices througha communication network have become available. The games provided by theservers include those that accept participation of a plurality of users(a so called “social game”).

Japanese Laid Open Patent Publication No. 2013-225290 discloses a socialgame in which the user thereof can build a friendship with another userfor the game to participate together in the game. For example, the usercan fight an enemy in the game in cooperation with another user withwhom the friendship has been built.

In the social game according to Japanese Laid Open Patent PublicationNo. 2013-225290, in order for the user to build a friendship with aspecific user and start the game, the user has to be registered in thesame social networking service (SNS) in which the specific user isregistered. In addition, the user has to go through a complicated andtroublesome procedure to build the friendship for the game directly withthe specific user.

It is an object of the disclosed control method, control program, andcomputer to allow a user to easily start a game on the basis of arelationship among users, without the need to go through a complicatedand troublesome procedure.

SUMMARY

According to an aspect of a control method, there is provided a controlmethod performed by a system which is capable of connecting to a firstterminal device of a first user and a second terminal device of a seconduser different from the first user, the system including a storagemodule, the first terminal device including a photographing module or awireless communication module. The method for controlling progress of agame played by a user registered in an application includes storing, inthe storage module, identification information of each of a plurality ofusers in association with registration information indicating whetherthe user is registered in the application, and character image data,retrieving identification information of the second user from the secondterminal device by using the photographing module or the wirelesscommunication module of the first terminal device, retrieving a gameprogress request including identification information of the first userfrom the first terminal device and the retrieved identificationinformation of the second user, determining whether or not the firstuser is registered in the application, transmitting to the firstterminal device, first display data for displaying a game screen in thegame, when the first user is registered in the application, andtransmitting second display data to the first terminal device fordisplaying a registration screen for registering the first user in theapplication, when the first user is not registered in the application.

According to an aspect of the control method, the storing in the storagemodule includes storing identification information of a plurality ofeach of the users in association also with identification information ofanother user in the application, the control method further includesdetermining whether or not the identification information of the seconduser is associated with the identification information of the firstuser, when the first user is registered in the application, anddisplaying at least a character of the first user and a character of thesecond user by extracting character image data corresponding to theidentification information of the first user and the identificationinformation of the second user included in the game progress request inthe game screen, when the identification information of the second useris associated with the identification information of the first user, anddisplaying a screen for associating the identification information ofthe second user with the identification information of the first user inthe game screen, when the identification information of the second useris not associated with the identification information of the first user.

According to an aspect of the control method, the storing in the storagemodule includes storing the identification information of each of theusers in association also with game registration information indicatingwhether or not the user is registered in the game, the control methodfurther includes determining whether or not the first user is registeredin the game when the first user is registered in the application, anddisplaying a game registration screen for registering the first user inthe game in the game screen, when the first user is not registered inthe game.

According to an aspect of the control method, the game progress requestfurther includes identification information of a third user retrieved bythe first terminal device by photographing the displayed image with thephotographing module, the control method further includes determiningwhether or not the identification information of the third user isassociated with the identification information of the first user, whenthe first user is registered in the application, and displaying at leastthe character of the first user and a character of the third user in thegame screen, when the identification information of the third user isassociated with the identification information of the first user.

According to an aspect of the control method, the control method furtherincludes displaying a plurality of images generated on the basis ofdifferent types of reward identification information, on the secondterminal device, storing in the storage module a plurality of rewardseach associated with reward identification information corresponding toone of the plurality of displayed images, granting a reward associatedwith the reward identification information to at least one of the firstuser and the second user, retrieving reward identification informationby the first terminal device by photographing one of the plurality ofdisplayed images with the photographing module, and wherein the gameprogress request further includes the reward identification information.

According to an aspect of the control method, the control method furtherincludes displaying, on the second terminal device, a three-dimensionalobject including the plurality of images respectively located on thefaces of the three-dimensional object, the plurality of images beingselectable by operation of the user.

According to an aspect of a computer-readable, non-transitory medium,there is provided a computer-readable, non-transitory medium storing acontrol program for controlling a system including a storage module andcontrolling progress of a game played by a user registered in anapplication, wherein the system is capable of connecting to a firstterminal device of a first user and a second terminal device of a seconduser different from the first user, the system including a storagemodule, the first terminal device including a photographing module or awireless communication module, the control program causing the computerto execute a process. The process includes storing in the storage moduleidentification information of each of a plurality of users inassociation with registration information indicating whether the user isregistered in the application, and character image data, retrievingidentification information of the second user from the second terminaldevice by using the photographing module or the wireless communicationmodule of the first terminal device, retrieving a game progress requestincluding identification information of the first user from the firstterminal device and the retrieved identification information of thesecond user, determining whether the first user is registered in theapplication, transmitting to the first terminal device, first displaydata for displaying a game screen in the game, when the first user isregistered in the application, and transmitting second display data tothe first terminal device for displaying a registration screen forregistering the first user in the application, when the first user isnot registered in the application.

According to an aspect of the computer-readable, non-transitory medium,the storing in the storage module includes storing identificationinformation of a plurality of each of the users in association also withidentification information of another user in the application, theprocess further includes determining whether or not the identificationinformation of the second user is associated with the identificationinformation of the first user, when the first user is registered in theapplication, and displaying at least a character of the first user and acharacter of the second user by extracting character image datacorresponding to the identification information of the first user andthe identification information of the second user included in the gameprogress request in the game screen, when the identification informationof the second user is associated with the identification information ofthe first user, and displaying a screen for associating theidentification information of the second user with the identificationinformation of the first user in the game screen, when theidentification information of the second user is not associated with theidentification information of the first user.

According to an aspect of the computer-readable, non-transitory medium,the storing in the storage module includes storing the identificationinformation of each of the users in association also with gameregistration information indicating whether or not the user isregistered in the game, the process further includes determining whetheror not the first user is registered in the game when the first user isregistered in the application, and displaying a game registration screenfor registering the first user in the game in the game screen, when thefirst user is not registered in the game.

According to an aspect of the computer-readable, non-transitory medium,the game progress request further includes identification information ofa third user retrieved by the first terminal device by photographing thedisplayed image with the photographing module, and the process furtherincludes determining whether or not the identification information ofthe third user is associated with the identification information of thefirst user, when the first user is registered in the application, anddisplaying at least the character of the first user and a character ofthe third user in the game screen, when the identification informationof the third user is associated with the identification information ofthe first user.

According to an aspect of the computer-readable, non-transitory medium,the process further includes displaying a plurality of images generatedon the basis of different types of reward identification information, onthe second terminal device, storing in the storage module a plurality ofrewards each associated with reward identification informationcorresponding to one of the plurality of displayed images, granting areward associated with the reward identification information to at leastone of the first user and the second user, retrieving rewardidentification information by the first terminal device by photographingone of the plurality of displayed images with the photographing module,wherein the game progress request further includes the rewardidentification information.

According to an aspect of the computer-readable, non-transitory medium,the process further includes displaying, on the second terminal device,a three-dimensional object including the plurality of imagesrespectively located on the faces of the three-dimensional object, theplurality of images being selectable by operation of the user.

According to an aspect of a system, there is provided a system forcontrolling progress of a game played by a user registered in anapplication, the system being capable of connecting to a first terminaldevice of a first user and a second terminal device of a second userdifferent from the first user, the first terminal device including aphotographing module or a wireless communication module, the systemincludes a storage module for storing therein identification informationof each of a plurality of users in association with registrationinformation indicating whether the user is registered in theapplication, and character image data, a first retrieval module forretrieving a game progress request including identification informationof the first user from the first terminal device and identificationinformation of the second user retrieved from the second terminal deviceby using the photographing module or the wireless communication moduleof the first terminal device, a first determination module fordetermining whether or not the first user is registered in theapplication, and a transmission module for transmitting to the firstterminal device, first display data for displaying a game screen in thegame, when the first user is registered in the application, andtransmitting second display data to the first terminal device fordisplaying a registration screen for registering the first user in theapplication, when the first user is not registered in the application.

According to an aspect of the system, the storage module further storesidentification information of a plurality of each of the users inassociation also with identification information of another user in theapplication, the system further includes a second determination modulefor determining whether or not the identification information of thesecond user is associated with the identification information of thefirst user, when the first user is registered in the application, andwherein the transmission module transmits to the first terminal device,the first display data for displaying at least a character of the firstuser and a character of the second user by extracting character imagedata corresponding to the identification information of the first userand the identification information of the second user included in thegame progress request in the game screen, when the identificationinformation of the second user is associated with the identificationinformation of the first user, and displaying a screen for associatingthe identification information of the second user with theidentification information of the first user in the game screen, whenthe identification information of the second user is not associated withthe identification information of the first user.

According to an aspect of the system, the storage module further storesthe identification information of each of the users in association alsowith game registration information indicating whether or not the user isregistered in the game, the system further includes a thirddetermination module for determining whether or not the first user isregistered in the game when the first user is registered in theapplication, and wherein the transmission module transmits to the firstterminal device, the first display data for displaying a gameregistration screen for registering the first user in the game in thegame screen, when the first user is not registered in the game.

According to an aspect of the system, wherein the game progress requestfurther includes identification information of a third user retrieved bythe first terminal device by photographing the displayed image with thephotographing module, and the system further includes a fourthdetermination module for determining whether or not the identificationinformation of the third user is associated with the identificationinformation of the first user, when the first user is registered in theapplication, and wherein the transmission module transmits to the firstterminal device, the first display data for displaying at least thecharacter of the first user and a character of the third user in thegame screen, when the identification information of the third user isassociated with the identification information of the first user.

According to an aspect of the system, wherein the storage module furtherstores a plurality of rewards each associated with reward identificationinformation corresponding to one of the plurality of displayed images,the second terminal device displays a plurality of images generated onthe basis of different types of reward identification information, thesystem further includes a grant module for granting a reward associatedwith the reward identification information to at least one of the firstuser and the second user, a second retrieval module for retrievingreward identification information by the first terminal device byphotographing one of the plurality of displayed images with thephotographing module, wherein the game progress request further includesthe reward identification information.

According to an aspect of the system, wherein the second terminal devicedisplays a three-dimensional object including the plurality of imagesrespectively located on the faces of the three-dimensional object, theplurality of images being selectable by operation of the user.

With the control method, the control program, and the computer, the usercan easily start a game on the basis of the relationship among theusers, without the need to go through a complicated and troublesomeprocedure.

BRIEF DESCRIPTION OF DRAWINGS

Other features and advantages of the present invention will be apparentfrom the ensuing description, taken in conjunction with the accompanyingdrawings, in which:

FIG. 1 is a diagram illustrating an example of a general configurationof a game system 1.

FIG. 2 is a diagram illustrating an example of a general configurationof a portable device 2.

FIG. 3 is a diagram illustrating an example of a general configurationof a server 3.

FIG. 4A is a diagram illustrating an example of data structure of a gameuser management table.

FIG. 4B is a diagram illustrating an example of data structure of an SNSapplication user management table.

FIG. 4C is a diagram illustrating an example of data structure of areward management table.

FIG. 5 is a schematic diagram for describing screen transitions of theportable device 2.

FIG. 6 is a diagram illustrating an example of a display screen of theportable device 2.

FIGS. 7A to 7D are diagrams each illustrating an example of the displayscreen of the portable device 2.

FIG. 8 is a sequence chart illustrating an operation sequence of thegame system 1.

FIG. 9 is a flowchart illustrating an operation flow of a game executingprocedure.

FIG. 10 is a flowchart illustrating an operation flow for generatinggame execution screen display data.

FIG. 11 is a flowchart illustrating an operation flow of an associationprocess.

FIG. 12 is a flowchart illustrating an operation flow of userregistration in the game.

FIG. 13 is a flowchart illustrating an operation flow of userregistration in the SNS application.

FIGS. 14A and 14B are schematic drawings illustrating other examples ofthe display screen of the portable device 2.

FIG. 15 is a diagram illustrating an example of a general configurationof a portable device 2′.

FIG. 16 is a schematic diagram for describing screen transitions of theportable device 2′.

DESCRIPTION OF EMBODIMENTS

Hereafter, embodiments will be described with reference to the drawings.It is to be noted that the technical scope of this application is in noway limited to the following embodiments, but covers this applicationdefined in the appended claims and equivalents thereof.

(1) Outline of Embodiment

In a game system according to this embodiment, a plurality of users playa game provided by a server, using portable devices. Hereinafter, a userwho is already a member of the game system and can display his/heridentification (ID) on the portable device will be referred to asregular user, and the ID of the regular user will be referred to asregular user ID. A user about to participate in the game system will bereferred to as new user, and the ID of the new user will be referred toas new user ID.

In the game system, a regular user can play the game provided by theserver when the regular user is registered both in the game and in theSNS application.

The user registered in the game refers to a user registered to play thegame provided by the server, in which the user ID, the password, thename, and so forth of the user is stored. The user registered in the SNSapplication refers to a user registered to execute the SNS applicationprovided by the server, in which the user ID, the password, the name,and so forth of the user are stored. The SNS application is an exampleof applications other than games, and provided by the server to theuser's portable device.

The portable device owned by the regular user registered in the gametransmits the regular user ID and the password to the server, andrequests display data for displaying a game execution screen(hereinafter, referred to as game execution screen display data). Thegame execution screen refers to a screen that can be displayed on theportable device authenticated with the regular user ID, and in which agame space associated with the regular user ID is drawn. Characters,items, and so forth associated with the regular user ID are displayed inthe game space. The portable device of the regular user can outputdrawing data generated on the basis of the game execution screen displaydata received from the server.

In the game system, a quick response (QR) code (“QR code” is aregistered trademark), which is a two-dimensional code, is generated onthe basis of the regular user ID. The new user can retrieve the regularuser ID by photographing the QR code displayed on the portable device ofthe regular user. The regular user ID and the new user ID may be anytype of information provided that the information allows the user to beuniquely identified. In addition, information other than thetwo-dimensional QR code may be displayed on the portable device of theregular user. For example, a still image, a moving image, or textinformation such as numerals or characters may be displayed.

The portable device of the new user who has retrieved the regular userID requests the server to provide the game execution screen display dataincluding the new user ID and the regular user ID. The serverdetermines, upon receipt of the request for the game execution screendisplay data, whether or not the new user is registered in the SNSapplication.

When the new user is registered in the SNS application, the servertransmits the display data for displaying the game screen to theportable device of the new user. When the new user is not registered inthe SNS application, the server transmits display data for displaying aregistration screen for the new user to be registered in the SNSapplication, to allow the new user to execute the SNS application. Thegame screen also includes, in addition to the game execution screen,screens related to procedures for the game, such as a friendregistration screen and a game registration screen.

When the new user is registered in the SNS application, the serverfurther determines whether the new user is a friend of the regular userin the SNS application. When the new user is a friend of the regularuser, the server transmits the game execution screen display dataincluding the character of the new user and the character of the regularuser, to the portable device of the new user. When the new user is not afriend of the regular user, the server transmits friend registrationscreen display data for the new user to be registered as a friend of theregular user, to the portable device of the new user.

The friend is an example of a user associated with a specific user inthe game or in the SNS application, and such users are stored in theserver in association with each other. When the users are in a friendstatus in the game, the server manages the user ID of one user and theuser ID of another user in association with each other, with respect tothe game. When the users are in a friend status in the SNS application,the server manages the user ID of one user and the user ID of anotheruser in association with each other, with respect to the SNSapplication.

Thus, in the game to be played on the basis of the friend status in theSNS application, the user can easily make access to the game executionscreen, without the need to go through a complicated procedure.

(2) Configuration of Game System 1

FIG. 1 is a diagram illustrating an example of a general configurationof the game system 1.

The game system 1 includes a plurality of portable devices 2 a, 2 b, 2c, and a server 3. The portable devices 2 a, 2 b, 2 c are terminaldevices having similar configurations. Hereafter, the portable devices 2a, 2 b, 2 c may be simply referred to as portable device 2. The portabledevice 2 and the server 3 are connected to each other via acommunication network, for example via a base station 4, a mobilecommunication network 5, a gateway 6, and the Internet 7. A programexecuted by the portable device 2 (for example, browsing program) and aprogram executed by the server 3 (for example, game program) communicatewith each other using a communication protocol such as the hypertexttransfer protocol (HTTP).

(2.1) Configuration of Portable Device 2

FIG. 2 is a diagram illustrating an example of a general configurationof the portable device 2.

The portable device 2 is connected to the server 3 via the base station4, the mobile communication network 5, the gateway 6, and the Internet7, for communication with the server 3. The portable device 2 executes agame provided by the server 3 in accordance with instructions inputtedby the user through an operation module (for example, buttons). To thisend, the portable device 2 includes a device communication module 21, adevice storage module 22, an operation module 23, a display module 24, aphotographing module 25, and a device processing module 26.

In this embodiment, the portable device 2 will be assumed to be amultifunctional mobile phone, widely known as smartphone, however theportable device 2 may be a different device. The portable device 2 maybe any device provided that this application is applicable, for examplea mobile phone (so called feature phone), a portable informationterminal device such as a personal digital assistant (PDA), a portablegame console, a portable music player, or a tablet PC.

The device communication module 21 includes a communication interfacecircuit including an antenna sensitive to a specific frequency band, andserves to connect the portable device 2 to the wireless communicationnetwork. The device communication module 21 establishes a wirelesssignal line, for example based on the code division multiple access(CDMA) method, for communication with the base station 4 through achannel assigned by the base station 4. The device communication module21 transmits data provided from the device processing module 26 to theserver 3. The device communication module 21 also provides data receivedfrom the server 3 to the device processing module 26.

The device storage module 22 includes, for example, a semiconductormemory. The device storage module 22 stores therein an operating systemprogram, a driver program, an application program, and data, to beutilized for the processing in the device processing module 26. Examplesof the driver program stored in the device storage module 22 include aninput device driver program for controlling the operation module 23, andan output device driver program for controlling the display module 24.Examples of the application program stored in the device storage module22 include a program for retrieving and displaying the display datarelated to the game, provided by the server 3. The computer program maybe installed in the device storage module 22 with a known setup program,from a computer-readable portable recording medium such as a compactdisk read-only memory (CD-ROM) or a digital versatile disk read-onlymemory (DVD-ROM).

Examples of the data stored in the device storage module 22 include theuser ID which is the identification information of the user of theportable device 2, the display data, picture data, and image datarelated to the game and received from the server 3. Further, the devicestorage module 22 may temporarily store transitory data related to apredetermined process.

The operation module 23 may be constituted of any device provided thatthe device is capable of operating the portable device 2, and istypically exemplified by a touch pad and a keyboard. The user can inputcharacters and numerals through the operation module 23. The operationmodule 23 generates, upon being operated by the user, a signalcorresponding to the operation. The signal thus generated is inputted tothe device processing module 26 as an instruction of the user.

The display module 24 may also be constituted of any device providedthat the device is capable of displaying pictures and images, and istypically exemplified by a touch panel display device, an LCD and anorganic electro-luminescence (EL) display. The display module 24displays pictures corresponding to the picture data provided from thedevice processing module 26, and images corresponding to the image dataprovided therefrom.

The photographing module 25 includes an imaging optical system, animaging device, and an image processing module. The imaging opticalsystem includes an optical lens for example, and forms an image based onthe luminous flux from a subject, on the imaging surface of the imagingdevice. The imaging device may be for example a charge coupled device(CCD) or a complementary metal oxide semiconductor (CMOS), and outputsan image signal representing the image of the subject formed on theimaging surface. The image processing module generates image data of apredetermined file format, on the basis of the image signal generated bythe imaging device, and outputs the image data.

The device processing module 26 includes one or a plurality ofprocessors, and peripheral circuits thereof. The device processingmodule 26 performs centralized control of the overall operation of theportable device 2, and is constituted of, for example, a centralprocessing module (CPU). The device processing module 26 controls theoperation of the first communication module 21, the display module 24and so forth, so as to allow the processing of the portable device 2 tobe executed through appropriate procedures in accordance with theprograms stored in the device storage module 22 and the instructionsfrom the operation module 23. The device processing module 26 executesthe processing in accordance with the programs stored in the devicestorage module 22 (operating system program, driver program, applicationprogram, and so forth). The device processing module 26 is capable ofexecuting a plurality of programs (for example, application programs) inparallel.

(2.1.1) Configuration of Device Processing Module 26

The device processing module 26 includes a browsing executing module261, an information retrieval module 262, and an informationtransmission module 263. These modules are functional modules realizedby the program executed by the processor of the device processing module26. Alternatively, those modules may be implemented in the portabledevice 2 in the form of firmware.

The browsing executing module 261 executes the game provided by theserver 3 in accordance with instructions inputted by the user throughthe operation module 23. Upon receipt of the instruction to start thegame from the user through the operation module 23, the browsingexecuting module 261 further receives the user ID and the passwordthrough the operation module 23, and transmits a game start requestincluding the received user ID and password to the server 3 through thedevice communication module 21.

The user ID and the password may be stored in the device storage module22 in advance, and the browsing executing module 261 may retrieve theuser ID and the password by reading out from the device storage module22. The server 3 transmits, upon succeeding in authentication with theuser ID and the password, home screen display data for displaying a homescreen to be subsequently described, to the portable device 2. Thebrowsing executing module 261 is also capable of executing the SNSapplication provided by the server 3, in accordance with the instructioninputted by the user through the operation module 23.

Upon receipt of the home screen display data from the server 3 throughthe device communication module 21, the browsing executing module 261generates drawing data based on the received home screen display data.To be more detailed, the browsing executing module 261 analyzes thereceived home screen display data to identify control data and contentdata, and arranges the layout of the identified content data accordingto the identified control data, thereby generating the drawing data.Then the browsing executing module 261 outputs the generated drawingdata to the display module 24.

The browsing executing module 261 also transmits, in accordance with theinstruction inputted by the user through the operation module 23, a gameprogress request including a type of request specified in theinstruction, to the server 3 through the device communication module 21.The game progress request is one of a game execution screen requestrequesting the game execution screen display data, a friend registrationrequest requesting association of the user with the regular user ID, agame registration request requesting user registration for playing thegame, and an SNS application registration request requesting userregistration for executing the SNS application. The game progressrequest is identified as one of the game execution screen request, thefriend registration request, the game registration request, and the SNSapplication registration request, according to the type of requestspecified in the game progress request.

The browsing executing module 261 receives the corresponding displaydata from the server 3 through the device communication module 21 inresponse to the game progress request, and generates the drawing datacorresponding to the received display data and outputs the drawing datato the display module 24.

The information retrieval module 262 retrieves the user ID of anotheruser on the basis of the two-dimensional code image data obtained byphotographing the two-dimensional code displayed on the portable deviceof the another user with the photographing module 25. The informationretrieval module 262 outputs the retrieved user ID of the another user(regular user ID) to the information transmission module 263, togetherwith the user ID of the portable device 2 (new user ID). The informationretrieval module 262 may be realized by a known application program forreading the two-dimensional code.

The information transmission module 263 generates the game executionscreen request for requesting the server to provide the game executionscreen display data, and transmits the generated game execution screenrequest to the server 3 through the device communication module 21, asthe game progress request. The game execution screen request includesboth of the regular user ID and the new user ID received from theinformation retrieval module 262.

(2.2) Configuration of Server 3

FIG. 3 is a diagram illustrating an example of a general configurationof the server 3.

The server 3 is an example of the computer that manages the game. Theserver 3 provides the game in response to the request from the portabledevice 2, and performs association between the users, user registrationfor the game, and user registration for the SNS application. The server3 also generates the display data according to the request from theportable device 2 and transmits the display data to the portable device2. To this end, the server 3 includes a server communication module 31,a server storage module 32, and a server processing module 33.

The server communication module 31 includes a wired communicationinterface circuit such as Ethernet (registered trademark) for connectingthe server 3 to the Internet 7, for communication with the Internet 7.The server communication module 31 provides the data received from theportable device 2 to the server processing module 33. The servercommunication module 31 also transmits the data provided by the serverprocessing module 33 to the portable device 2.

The server storage module 32 includes at least one of, for example, asemiconductor memory, a magnetic tape device, a magnetic disk device,and an optical disk device. The server storage module 32 stores thereinan operating system program, a driver program, an application program,and data used for the processing performed in the server processingmodule 33. An example of the application program stored in the serverstorage module 32 is a game program in which the user creates acharacter and makes the character play a minigame, and a reward isgranted to the user depending on the result of the minigame. Thecomputer program may be installed in the device storage module 22 with aknown setup program, from a computer-readable portable recording mediumsuch as a CD-ROM or a DVD-ROM.

Examples of the data stored in the server storage module 32 include agame user management table (see FIG. 4A) for managing the userregistered in the game, an SNS application user management table (seeFIG. 4B) for managing the user registered in the SNS application, and areward management table (see FIG. 4C) for managing the reward. Further,the server storage module 32 may temporarily store transitory datarelated to a predetermined process.

FIG. 4A is a diagram illustrating an example of data structure of thegame user management table. The game user management table contains,with respect to each of the users, the user ID, the password, the name,a file name of the character image data, and the game friend user ID, inassociation with each other. The user ID is the information for uniquelyidentifying the user, composed of, for example, a character string madeup by the user, the mail address of the user, or information randomlydetermined by the server 3. The character image data represents thecharacter of the user displayed on the game execution screen.

The game friend user ID is the user ID of another user associated withthe user in the game. For example, when two users become friends of eachother in the game, the game friend user ID of one user contains the userID of the other user, and the game friend user ID of the latter usercontains the user ID of the former user.

FIG. 4B is a diagram illustrating an example of data structure of theSNS application user management table. SNS application user managementtable contains, with respect to each of the users, the user ID, thepassword, the name, a file name of avatar image data, and the SNSapplication friend user ID, in association with each other. The user IDstored in the game user management table and the user ID stored in theSNS application user management table may be the same or different. Thesubsequent description will be given on the assumption that the sameuser ID is stored in the both user management tables. The avatar imagedata refers to data representing the avatar of the user displayed on theexecution screen of the SNS application.

The SNS application friend user ID is the user ID of another userassociated with the user in the SNS application. For example, when twousers become friends of each other in the SNS application, the SNSapplication friend user ID of one user contains the user ID of the otheruser, and the SNS application friend user ID of the latter user containsthe user ID of the former user.

FIG. 4C is a diagram illustrating an example of data structure of thereward management table. The reward management table contains a rewardID and the reward in association with each other. The reward ID isinformation for uniquely identifying the reward. The reward is, forexample, an item that the character of the user retrieves in the game,or an experience point given to the character of the user.

The server processing module 33 includes one or a plurality ofprocessors and peripheral circuits thereof. The server processing module33 performs centralized control of the overall operation of the server3, and is constituted of, for example, a CPU. The server processingmodule 33 controls the operation of the server communication module 31and so forth, so as to allow the processing of the server 3 to beexecuted through appropriate procedures in accordance with the programsstored in the server storage module 32. The server processing module 33executes the processing in accordance with the programs stored in theserver storage module 32 (operating system program, driver program,application program, and so forth). The server processing module 33 iscapable of executing a plurality of programs (for example, applicationprograms) in parallel.

(2.2.1) Function of Server Processing Module 33

FIG. 5 is a schematic diagram for describing screen transitions of theportable device 2. The description will be given below refers to thecase where the new user makes access to the game execution screendisplayed on the portable device 2 a of the regular user, with theportable device 2 b of the new user.

As illustrated in FIG. 5, first the two-dimensional code generated onthe basis of the regular user ID is displayed on the portable device 2 aof the regular user. The portable device 2 b of the new user retrievesthe regular user ID by photographing the two-dimensional code displayedon the portable device 2 a of the regular user with the photographingmodule 25 of the portable device 2 b.

FIG. 6 is a diagram illustrating an example of a home screen 600displayed on the portable device 2 a of the regular user. The homescreen 600 displays a game progress button 601, a configuration button602, the two-dimensional code 603 for smartphone, the two-dimensionalcode 604 for feature phone, and a message on how to use thetwo-dimensional codes 603 and 604.

When the game progress button 601 is tapped, the browsing executingmodule 261 of the portable device 2 a transmits the game progressrequest for proceeding with the game to the server 3 through the devicecommunication module 21. The browsing executing module 261 outputs thedrawing data generated on the basis of the game execution screen displaydata received from the server 3 in response to the game progressrequest, to the display module 24.

When the configuration button 602 is tapped, the browsing executingmodule 261 transmits to the server 3 a request for the display data fordisplaying the screen through which setting information necessary forprogress with the game is to be inputted. The browsing executing module261 then receives the display data generated in accordance with therequest, and outputs the drawing data generated on the basis of thereceived display data, to the display module 24.

The two-dimensional codes 603 and 604 are generated on the basis of theregular user ID. Displaying both of the two-dimensional code 603 forsmartphone and the two-dimensional code 604 for feature phone on theportable device 2 a of the regular user at the same time allowsreduction of the number of redirecting times for displaying thetwo-dimensional codes 603 and 604.

The message 605 on how to use the two-dimensional codes 603 and 604urges the user to read the displayed two-dimensional code 603 or 604into the portable device 2 b of the new user. The message 605 allows thenew user to recognize that the two-dimensional code displayed on theportable device 2 a of the regular user can be directly shot with thephotographing module 25 of the portable device 2 b of the new user.

Back to FIG. 5, the server 3 determines whether the new user isregistered in the SNS application, whether the new user is registered inthe game, and whether the new user is a friend of the regular user.

When the new user is registered in the SNS application, registered inthe game, and a friend of the regular user, the portable device 2 b ofthe new user displays a game execution screen 501.

FIG. 7A illustrates a game execution screen 700 exemplifying the gameexecution screen 501 in FIG. 5. The game execution screen 700 isdisplayed on the portable device 2 b of the new user when the portabledevice 2 b of the new user makes access to the server 3 on the basis ofthe regular user ID retrieved by photographing the two-dimensional codedisplayed on the portable device 2 a of the regular user.

A game space 703 including a character 701 of the new user and acharacter 702 of the regular user is displayed on the game executionscreen 700. The game space associated with the regular user ID, whichthe portable device that has succeeded in the authentication with theregular user ID is allowed to display, is drawn on the game executionscreen 700. For example the character or item associated with theregular user ID is displayed in the game space 703. A game such as abattle or competition, or a game for clearing a quest in cooperation maybe displayed in the game space 703, with the character 701 of the newuser and the character 702 of the regular user. The portable device 2 aof the regular user displays the game execution screen 700, also whenthe game progress button 601 in the home screen 600 illustrated in FIG.6 is tapped on the portable device 2 a of the regular user.

Back again to FIG. 5, when the new user is registered in the SNSapplication and registered in the game, but not a friend of the regularuser, the portable device 2 b of the new user displays a friendregistration screen 502 for registering the new user as a friend of theregular user. When the friend registration button 512 in the friendregistration screen 502 is tapped, the portable device 2 b of the newuser transmits the friend registration request requesting theregistration of the new user as a friend of the regular user, to theserver 3.

FIG. 7B illustrates a friend registration screen 710 exemplifying thefriend registration screen 502 in FIG. 5. The friend registration screen710 displays a character 711 of the new user, a character 712 of theregular user, a message 713 announcing an advantage of being associated,for example becoming a friend, for the game, and a friend registrationbutton 714 for associating the new user with the regular user.Displaying the characters 711 and 712 allows the new user to confirm theappearance of the character about to become a friend, therebyencouraging the new user to make the friend registration. Likewise,displaying the message 713 allows the new user to retrieve theinformation of the advantage obtainable from the game, thereby urgingthe new user to make the friend registration.

Returning to FIG. 5, when the friend registration button 512 in thefriend registration screen 502 is tapped and the friend registrationrequest is transmitted to the server, the portable device 2 b of the newuser displays a game execution screen 503. For example, the gameexecution screen 700 illustrated as FIG. 7A is displayed as the gameexecution screen 503.

When the new user is not registered in the SNS application, the portabledevice 2 b of the new user displays an SNS application registrationscreen 504 for the new user to be registered in the SNS application.

FIG. 7C illustrates a SNS application registration screen 720exemplifying the SNS application registration screen 504 in FIG. 5. TheSNS application registration screen 720 displays a user name input box721 for inputting the user's name, a password input box 722 forinputting the password, a name input box 723 for inputting the name, andan SNS application registration button 724 for instructing theregistration in the SNS application. When the SNS applicationregistration button 724 is tapped after the input boxes 721 to 723 arefilled in, the portable device 2 b of the new user transmits the SNSapplication registration request including the inputted information,i.e., the user ID, the password, and the name, to the server 3.

Returning to FIG. 5, after the new user is registered in the SNSapplication through the SNS application registration screen 504, theportable device 2 b of the new user displays a game registration screen505 for the new user to be registered in the game.

FIG. 7D illustrates a game registration screen 730 exemplifying the gameregistration screen 505 in FIG. 5. The game registration screen 730displays a user name input box 731 for inputting the user's name, apassword input box 732 for inputting the password, a name input box 733for inputting the name, and a game registration button 734 forinstructing the registration in the game. When the game registrationbutton 734 is tapped after the input boxes 731 to 733 are filled in, theportable device 2 b of the new user transmits the game registrationrequest including the inputted information, i.e., the user ID, thepassword, and the name, to the server 3.

Returning to FIG. 5, after the new user is registered in the gamethrough the game registration screen 505, the portable device 2 b of thenew user displays a non-illustrated retrieval screen urging the new userto again shoot the two-dimensional code displayed on the portable device2 a of the regular user.

Then, the portable device 2 b of the new user retrieves the regular userID by photographing the two-dimensional code displayed on the portabledevice 2 a of the regular user.

After retrieving the regular user ID, the portable device 2 b of the newuser displays a friend registration screen 506 for the new user to beregistered as a friend of the regular user. For example, as the friendregistration screen 710 illustrated as FIG. 7B is displayed as thefriend registration screen 506.

When a friend registration button 516 in the friend registration screen506 is tapped and the friend registration request is transmitted to theserver 3, the portable device 2 b of the new user displays a gameexecution screen 507. For example, the game execution screen 700illustrated as FIG. 7A is displayed as the game execution screen 507 inFIG. 5.

When the new user is registered in the SNS application but notregistered in the game, the portable device 2 b of the new user displaysthe game registration screen 505 for the new user to be registered inthe game. The screen transition subsequent to the game registrationscreen 505 is the same as in the case where the new user is notregistered in the SNS application.

As illustrated in FIG. 5 to FIGS. 7A to 7D, the portable device 2 b ofthe new user displays one of the game execution screen 501, the friendregistration screen 502, the SNS application registration screen 504,and the game registration screen 505, depending on whether the new useris registered in the SNS application, whether the new user is registeredin the game, and whether the new user is a friend of the regular user.Such an arrangement allows the user to easily start the game on thebasis of the relationship between the users, without the need to gothrough a complicated and troublesome procedure.

(2.2.2) Configuration of Server Processing Module 33

To realize the foregoing functions, the server processing module 33includes, as illustrated in FIG. 3A, a control module 331, a displaydata generating module 332, an association module 333, a gameregistration module 334, and an SNS application registration module 335.These modules are functional modules realized by the program executed bythe processor of the server processing module 33. Alternatively, thosemodules may be implemented in the server 3 in the form of firmware.

Hereunder, the operation performed by the control module 331 will bedescribed. The control module 331 controls the progress of the game, andinstructs the display data generating module 332, the association module333, the game registration module 334, and the SNS applicationregistration module 335 to execute a processing as the case may be.

The control module 331 transmits, upon receipt of the game start requestfrom the portable device 2 a of the regular user through the servercommunication module 31, the regular user ID and the password includedin the received game start request to a non-illustrated userauthentication module, to instruct the authentication of the SNSapplication and the game.

When the authentication by the user authentication module has succeeded,the control module 331 generates the two-dimensional code on the basisof the regular user ID, using a known two-dimensional code generationalgorithm. The server 3 may generate two types of two-dimensional codes,for the smartphone and the feature phone.

The control module 331 generates the home screen display data fordisplaying the home screen including the two-dimensional code, andtransmits the home screen display data to the portable device 2 throughthe server communication module 31.

Upon receipt of the game progress request from the portable device 2through the server communication module 31, the control module 331identifies whether the game progress request is the game executionscreen request requesting the game execution screen display data, thefriend registration request requesting association of the user with theregular user ID, the game registration request requesting registrationof the user for playing the game, or the SNS application registrationrequest requesting registration of the user for executing the SNSapplication, according to the type of the request included in the gameprogress request.

When the identified request is the game execution screen request, thecontrol module 331 transfers the new user ID and the regular user IDincluded in the game execution screen request to the display datagenerating module 332, and instructs the display data generating module332 to generate the game execution screen display data. The controlmodule 331 transmits the display data generated by the display datagenerating module 332 to the portable device 2 through the servercommunication module 31.

When the identified request is the friend registration request, thecontrol module 331 transfers the new user ID and the regular user IDincluded in the friend registration request to the association module333, and instructs the association module 333 to execute theassociation. The control module 331 transmits the game execution screendisplay data generated by the display data generating module 332 to theportable device 2 through the server communication module 31.

When the identified request is the SNS application registration request,the control module 331 transfers the new user ID, the password, thename, and the file name of the avatar image data included in the SNSapplication registration request to the SNS application registrationmodule 335, and instructs the SNS application registration module 335 toexecute the registration. The SNS application registration module 335transfers the game registration screen display data generated by thedisplay data generating module 332 to the control module 331. Thecontrol module 331 transmits the game registration screen display datareceived from the SNS application registration module 335 to theportable device 2 through the server communication module 31.

When the identified request is the game registration request, thecontrol module 331 transfers the new user ID, the password, the name,and the file name of the character image data included in the gameregistration request to the game registration module 334, and instructsthe game registration module 334 to perform the game registration. Thegame registration module 334 transfers the generated retrieval screendisplay data to the control module 331. The control module 331 transmitsthe retrieval screen display data received from the game registrationmodule 334 to the portable device 2 through the server communicationmodule 31.

Hereunder, the operation performed by the display data generating module332 will be described. The display data generating module 332 generatesthe display data in accordance with the instruction from the controlmodule 331, and transfers the generated display data to the controlmodule 331.

The display data generating module 332 determines, upon receipt of theinstruction to generate the game execution screen display data, whetherthe new user is registered in the SNS application. In more detail, thedisplay data generating module 332 looks up the SNS application usermanagement table stored in the server storage module 32, and determineswhether the new user ID received from the control module 331 isregistered in the SNS application user management table. When the newuser is not registered in the SNS application, the display datagenerating module 332 generates the SNS application registration screendisplay data for displaying the user name input box 721, the passwordinput box 722, the name input box 723, and the SNS applicationregistration button 724 in a predetermined layout, and transfers the SNSapplication registration screen display data to the control module 331.

When the new user is registered in the SNS application, the display datagenerating module 332 determines whether the new user is registered inthe game. To be more detailed, the display data generating module 332looks up the game user management table stored in the server storagemodule 32, and determines whether the new user ID received from thecontrol module 331 is registered in the game user management table. Whenthe new user is not registered in the game, the display data generatingmodule 332 generates the game registration screen display data fordisplaying the user name input box 731, the password input box 732, thename input box 733, and the game registration button 734 in apredetermined layout, and transfers the game registration screen displaydata to the control module 331.

When the new user is registered in the game, the display data generatingmodule 332 determines whether the new user is a friend of the regularuser. In more detail, the display data generating module 332 looks upthe game user management table stored in the server storage module 32,and determines whether the regular user ID received from the controlmodule 331 is stored in association with the friend user IDcorresponding to the new user ID received from the control module 331.

When the new user is not a friend of the regular user, the display datagenerating module 332 generates the friend registration screen displaydata. To be more detailed, the display data generating module 332 looksup the game user management table stored in the server storage module32, and extracts the character image data corresponding to the new userID and the regular user ID received from the control module 331, as thecharacter of the new user and the character of the regular user,respectively. The display data generating module 332 generates thefriend registration screen display data for displaying the friendregistration screen including the character of the new user and thecharacter of the regular user. The display data generating module 332transfers the generated friend registration screen display data to thecontrol module 331.

When the new user is a friend of the regular user, the display datagenerating module 332 generates the game execution screen display data.To be more detailed, the display data generating module 332 looks up thegame user management table stored in the server storage module 32, andextracts the character image data corresponding to the new user ID andthe regular user ID received from the control module 331, as thecharacter of the new user and the character of the regular user,respectively. The display data generating module 332 generates the gameexecution screen display data for displaying the game execution screenincluding the character of the new user and the character of the regularuser which have been extracted, and transfers the game execution screendisplay data to the control module 331.

The display data generating module 332 also generates the gameregistration screen display data in accordance with the instruction fromthe SNS application registration module 335, and transfers the generatedgame registration screen display data to the SNS applicationregistration module 335.

The operation performed by the association module 333 will be describedhereunder. The association module 333 establishes the association inaccordance with the instruction from the control module 331, andinstructs the display data generating module 332 to generate the gameexecution screen display data.

The association module 333 registers the new user as a friend of theregular user. Upon receipt of the association instruction, theassociation module 333 stores the regular user ID received from thecontrol module 331 in the game user management table, in associationwith the game friend user ID corresponding to the new user ID receivedfrom the control module 331. In addition, the association module 333stores new user ID received from the control unit 331 in associationwith the game friend user ID corresponding to the regular user IDreceived from the control unit 331. Alternatively, the regular user IDand the new user ID may be stored in association with the SNSapplication friend ID corresponding to the new user ID and the regularuser ID in the SNS application user management table.

The association module 333 transfers the new user ID and the regularuser ID associated with each other to the display data generating module332, and instructs the display data generating module 332 to generatethe game execution screen display data. The display data generatingmodule 332 generates the game execution screen display data when the newuser is a friend of the regular user, and transfers the game executionscreen display data to the association module 333. The associationmodule 333 transfers the received game execution screen display data tothe control module 331.

The operation performed by the game registration module 334 will bedescribed hereunder. The game registration module 334 performs the gameregistration in accordance with the instruction from the control module331, and generates the retrieval screen display data and transfers thesame to the control module 331.

The game registration module 334 performs the user registration forexecuting the game. Upon receipt of the instruction for gameregistration, the game registration module 334 adds a data recordincluding the new user ID, the password, the name, and the file name ofthe character image data received from the control module 331, to thegame user management table stored in the server storage module 32. Thegame registration module 334 generates the retrieval screen display dataincluding the message urging the new user to shoot the two-dimensionalcode displayed on the portable device of the regular user, and transfersthe retrieval screen display data to the control module 331.

Hereunder, the operation performed by the SNS application registrationmodule 335 will be described. The SNS application registration module335 performs the SNS application registration in accordance with theinstruction from the control module 331, and instructs the display datagenerating module 332 to generate the game registration screen displaydata. The SNS application registration module 335 transfers the receivedgame registration screen display data to the control module 331.

The SNS application registration module 335 performs the userregistration for executing the SNS application. Upon receipt of theinstruction for SNS application registration, the SNS applicationregistration module 335 adds a data record including the new user ID,the password, the name, and the file name of the avatar image datareceived from the control module 331, to the SNS application usermanagement table stored in the server storage module 32. The SNSapplication registration module 335 instructs the display datagenerating module 332 to generate the game registration screen displaydata for registering the new user in the game, and transfers the gameregistration screen display data received from the display datagenerating module 332 to the control module 331.

(3) Operation of Game System 1

FIG. 8 illustrates an example of the operation sequence of the gamesystem 1. The operation sequence described below is primarily performedby the device processing module 26 and the server processing module 33in collaboration with the modules in the portable device 2 and theserver 3, in accordance with the programs stored in advance in thedevice storage module 22 and the server storage module 32.

The regular user inputs an instruction to start the game through theoperation module 23 of the portable device 2 a. The browsing executingmodule 261 receives the regular user ID and the password through theoperation module 23, and transmits a game start request including thereceived regular user ID and password to the server 3 through the devicecommunication module 21 (step S101).

The control module 331 of the server 3 transmits, upon receipt of thegame start request from the portable device 2 a through the servercommunication module 31, the regular user ID and the password includedin the game start request to the user authentication module, andinstructs the user authentication module to authenticate that theregular user is registered in the SNS application (step S102).

When the authentication by the user authentication module with respectto the SNS application is successful, the control module 331 instructsthe user authentication module to authenticate that the regular user isregistered in the game (step S103).

When the authentication by the user authentication module with respectto the game is successful, the control module 331 generates thetwo-dimensional code on the basis of the regular user ID, using a knowntwo-dimensional code generation algorithm. The control module 331 thengenerates the home screen display data for displaying the home screenincluding the two-dimensional code (step S104).

The control module 331 then transmits the generated home screen displaydata to the portable device 2 a through the server communication module31 (step S105).

The browsing executing module 261 of the portable device 2 a generates,upon receipt of the home screen display data from the server 3 throughthe device communication module 21, the drawing data based on thereceived home screen display data. The browsing executing module 261then outputs the generated drawing data to the display module 24 so asto display the home screen including the two-dimensional code (stepS106).

The photographing module 25 of the portable device 2 b of the new usershoots the two-dimensional code according to the instruction inputted bythe user of the portable device 2 b through the operation module 23. Theinformation retrieval module 262 of the portable device 2 b retrievesthe regular user ID on the basis of the two-dimensional code image datashot by the photographing module 25 of the portable device 2 b (stepS107).

The information retrieval module 262 outputs the retrieved regular userID to the information transmission module 263, together with the newuser ID.

The information transmission module 263 receives the new user ID and theregular user ID. The information transmission module 263 transmits thegame execution screen request including the new user ID and the regularuser ID as the game progress request to the server 3 through the devicecommunication module 21, to retrieve the display data (step S108).

The control module 331 of the server 3 identifies, upon receipt of thegame progress request from the portable device 2 through the servercommunication module 31, whether the game progress request is the gameexecution screen request, the friend registration request, the gameregistration request, or the SNS application registration request,according to the type of the request included in the received gameprogress request. The modules in the server processing module 33generate the display data of the respective screens, on the basis of thereceived game progress request and the content specified in the usermanagement tables stored in the server storage module 32, and transferthe generated screen display data to the control module 331 (step S109).The details of the game progress will be subsequently described.

The control module 331 transmits the screen display data received fromthe modules in the server processing module 33 to the portable device 2b through the server communication module 31 (step S110).

The browsing executing module 261 of the portable device 2 b generates,upon receipt of the screen display data from the server 3 through thedevice communication module 21, the drawing data based on the receivedscreen display data. The browsing executing module 261 then outputs thegenerated drawing data to the display module 24, so as to display thecorresponding screen (step S111). Thereafter, the operations of stepsS108 to S111 are repeated.

FIG. 9 is a flowchart of the operations of the modules in the serverprocessing module 33 for progressing with the game. The game progressillustrated in FIG. 9 is performed at step S109 in FIG. 8.

First, the control module 331 identifies, upon receipt of the gameprogress request from the portable device 2 through the servercommunication module 31, the request from the portable device 2 baccording to the type of the request included in the game progressrequest (step S201).

When the identified request is the game execution screen request (Yes atstep S202), the control module 331 instructs the display data generatingmodule 332 to generate the game execution screen display data. Thedisplay data generating module 332 generates the game execution screendisplay data in accordance with the game execution screen request (stepS203), and finishes the series of steps. The details of the generationof the game execution screen display data will be subsequentlydescribed.

When the request identified at step S201 is the friend registrationrequest (No at step S202, Yes at step S204), the control module 331instructs the association module 333 to establish the association.

The association module 333 establishes the association (step S205), andfinishes the series of steps. The details of the association processwill be subsequently described.

When the request identified at step S201 is the game registrationrequest (No at step S204, Yes at step S206), the control module 331instructs the game registration module 334 to perform the gameregistration.

The game registration module 334 performs the game registration (stepS207), and finishes the series of steps. The details of the gameregistration will be subsequently described.

When the request identified at step S201 is the SNS applicationregistration request (No at step S206), the control module 331 instructsthe SNS application registration module 335 to perform the SNSapplication registration. The SNS application registration module 335performs the SNS application registration (step S208), and finishes theseries of steps. The details of the SNS application registration will besubsequently described.

FIG. 10 illustrates an operation flow for generation of the gameexecution screen display data by the display data generating module 332.The generation of the game execution screen display data illustrated inFIG. 10 is performed at step S203 in FIG. 9.

First, the display data generating module 332 determines whether the newuser is registered (step S301).

When the new user is not registered in the SNS application (No at stepS301), the display data generating module 332 generates the SNSapplication registration screen display data (step S302). The displaydata generating module 332 then transfers the generated SNS applicationregistration screen display data to the control module 331 (step S308),and finishes the series of steps.

When the new user is registered in the SNS application (Yes at stepS301), the display data generating module 332 determines whether the newuser is registered in the game (step S303). When the new user is notregistered in the SNS application (No at step S303), the display datagenerating module 332 generates the game registration screen displaydata (step S304). The display data generating module 332 then transfersthe generated game registration screen display data to the controlmodule 331 (step S308), and finishes the series of steps.

When the new user is registered in the game (Yes at step S303), thedisplay data generating module 332 determines whether the new user is afriend of the regular user (step S305).

When the new user is not a friend of the regular user (No at step S305),the display data generating module 332 generates the friend registrationscreen display data (step S304). The display data generating module 332then transfers the generated friend registration screen display data tothe control module 331 (step S308), and finishes the series of steps.

When the new user is a friend of the regular user (Yes at step S305),the display data generating module 332 generates the game executionscreen display data (step S307). The display data generating module 332then transfers the generated game execution screen display data to thecontrol module 331 (step S308), and finishes the series of steps.

FIG. 11 illustrates an operation flow of the association processperformed by the association module 333 and the display data generatingmodule 332. The association process illustrated in FIG. 11 is performedat step S205 in FIG. 9.

First, upon receipt of the instruction for the association, theassociation module 333 associates the new user and the regular user IDdesignated by the control module 331 with each other, in the game usermanagement table (step S401).

Then, the association module 333 instructs the display data generatingmodule 332 to generate the game execution screen display data, and thedisplay data generating module 332 generates the game execution screendisplay data (step S402).

The display data generating module 332 transfers the generated gameexecution screen display data to the association module 333, and theassociation module 333 transfers the received game execution screendisplay data to the control module 331 (step S403), and finishes theseries of steps.

FIG. 12 illustrates an operation flow of the game registration performedby the game registration module 334. The game registration illustratedin FIG. 12 is performed at step S207 in FIG. 9.

First, upon receipt of the instruction for the game registration, thegame registration module 334 registers the user designated by thecontrol module 331 in the game user management table (step S501).

The game registration module 334 generates the retrieval screen displaydata (step S502).

The game registration module 334 then transfers the generated retrievalscreen display data to the control module 331 (step S503), and finishesthe series of steps.

FIG. 13 illustrates an operation flow of the SNS application performedby the SNS application registration module 335. The SNS applicationregistration illustrated in FIG. 13 is performed at step S208 in FIG. 9.

First, upon receipt of the instruction for the SNS applicationregistration, the SNS application registration module 335 registers theuser designated by the control module 331 in the SNS application usermanagement table (step S601).

The SNS application registration module 335 instructs the display datagenerating module 332 to generate the game registration screen displaydata. The display data generating module 332 generates the gameregistration screen display data (step S602), and transfers thegenerated game registration screen display data to the SNS applicationregistration module 335.

The SNS application registration module 335 then transfers the gameregistration screen display data received from the display datagenerating module 332 to the control module 331 (step S603), andfinishes the series of steps.

As described thus far, the game system 1 provides a smooth interface forexecuting the game according to the registration status of the user inthe SNS application, thereby allowing the user to easily start the gameon the basis of the relationship between the users, without the need togo through a complicated and troublesome procedure. In addition, thegame system 1 allows the user to access the page of a friend andimmediately start the game with the friend, simply by photographing thetwo-dimensional code displayed on the portable device of the friend.Such a system eliminates the need for the user to seek the user ID ofthe friend on the SNS in order to play the game with the friend. Thus,the smooth interface for executing the game according to the friendstatus between the user and the friend user, or the registration statusof the user in the game, is provided. Therefore, a large number of usersof different properties can easily participate in the game.

The present invention is not limited to the foregoing embodiment. Forexample, although the two-dimensional code displayed on the portabledevice 2 a of the regular user is generated on the basis of the regularuser ID in the embodiment, the two-dimensional code may be generated onthe basis of the user ID of a user other than the regular user(hereinafter, second regular user).

Hereafter, s description will be given of the case in which the secondregular user utilizes the portable device 2 c. In this case, theportable device 2 a of the regular user retrieves the second regularuser ID by photographing the two-dimensional code displayed on theportable device 2 c of the second regular user. The portable device 2 aof the regular user stores the second regular user ID thus retrieved inthe device storage module 22 of the portable device 2 a of the regularuser.

When the instruction to start the game is inputted through the operationmodule 23 of the portable device 2 a, the browsing executing module 261receives the regular user ID and the password from the regular userthrough the operation module 23, and transmits the game start requestincluding the received regular user ID and the password, and also thesecond regular user ID retrieved as above, to the server 3 through thedevice communication module 21 server 3.

The control module 331 of the server 3 transmits, upon receipt of thegame start request from the portable device 2 a through the servercommunication module 31, the regular user ID and the password includedin the received game start request to the user authentication module,and instructs the user authentication module to perform theauthentication.

When the authentication by the user authentication module is successful,the control module 331 generates the two-dimensional code on the basisof the regular user ID and the second regular user ID. The game startrequest may include a plurality of second regular user IDs in additionto the regular user ID, in which case the control module 331 generatesthe two-dimensional code on the basis of the regular user ID and theplurality of second regular user IDs.

The control module 331 generates the home screen display data fordisplaying the home screen including the two-dimensional code. Thecontrol module 331 then transmits the generated home screen display datato the portable device 2 a through the server communication module 31.

The portable device 2 b of the new user can retrieve the regular user IDand the second regular user ID by photographing the two-dimensional codedisplayed on the portable device 2 a of the regular user. Such anarrangement allows the new user to retrieve the regular user ID and theplurality of second regular user IDs at the same time, and to associatethe new user with the regular user and the plurality of second regularusers, without the need to go through a complicated procedure.

Although the two-dimensional code displayed on the portable device ofthe regular user is generated on the basis of the regular user ID in theembodiment, the two-dimensional code may be generated on the basis ofthe regular user ID and the reward ID.

In this case, when the regular user inputs the instruction to start thegame through the operation module 23 of the portable device 2 a, thebrowsing executing module 261 receives the regular user ID and thepassword from the regular user through the operation module 23, andtransmits the game start request including the received regular user IDand the password to the server 3 through the device communication module21 server 3.

The control module 331 of the server 3 transmits, upon receipt of thegame start request from the portable device 2 a through the servercommunication module 31, the regular user ID and the password includedin the received game start request to the user authentication module,and instructs the user authentication module to perform theauthentication.

When the authentication by the user authentication module is successful,the control module 331 generates the two-dimensional code on the basisof the regular user ID and the reward ID. The control module 331 mayrandomly select a predetermined number of reward IDs among a pluralityof reward IDs, and generate the predetermined number of two-dimensionalcodes on the basis of the respective reward IDs and the regular user ID.The control module 331 generates the home screen display data fordisplaying the home screen including the two-dimensional code. Thecontrol module 331 then transmits the generated home screen display datato the portable device 2 a through the server communication module 31.

FIG. 14A illustrates another example of the home screen 1300. The homescreen 1300 displays a plurality of two-dimensional codes 1301 and amessage 1302 on how to use the plurality of codes 1301.

The portable device 2 b of the new user retrieves the regular user IDand the reward ID by photographing the two-dimensional code displayed onthe portable device 2 a of the regular user. The portable device 2 b ofthe new user transmits the retrieved reward ID to the server 3, and thecontrol module 331 of the server 3 looks up the reward management tableillustrated in FIG. 4B and grants the reward corresponding to thereceived reward ID to the new user. The new user can become a friend ofthe regular user and obtain the reward by photographing thetwo-dimensional code displayed on the portable device 2 a of the regularuser, and is therefore encouraged to shoot the two-dimensional codedisplayed on the portable device 2 a of the regular user. In addition,the new user can participate in a lottery by selecting one of aplurality of two-dimensional codes and photographing the selected one,which further induce the new user to shoot the two-dimensional code.

The control module 331 of the server 3 may grant the rewardcorresponding to the reward ID to the regular user at the same time asgranting the reward to the new user, or grant the reward only to theregular user, and not to the new user. Further, the reward granted tothe new user and the reward granted to the regular user may be the same,or predetermined different ones.

FIG. 14B illustrates another example of the display screen of theportable device 2 displaying a plurality of two-dimensional codes. Thehome screen 1310 illustrated in FIG. 14B displays a three-dimensionalobject 1311 composed of a plurality of codes and a message 1312 on howto use the three-dimensional object 1311. The plurality oftwo-dimensional codes are located on the respective faces of thethree-dimensional object 1311. The browsing executing module 261 of theportable device 2 a generates the drawing data of the three-dimensionalobject 1311 that can be rotated in a desired direction according to theoperation of the regular user through the operation module 23. Thebrowsing executing module 261 then outputs the generated drawing data tothe display module 24.

With the mentioned arrangement, the new user can rotate thethree-dimensional object 1311 composed of a plurality of two-dimensionalcodes displayed on the portable device 2 a through the operation module23, and shoot the desired two-dimensional code with the portable device2 b of the new user. Therefore, the new user can seek thetwo-dimensional code on a hidden face of the three-dimensional object,and is further induced to shoot the two-dimensional code.

The two-dimensional code may be generated on the basis of a uniformresource locator (URL) including information for identifying the regularuser ID and indicating the storage location of the display data of thescreens. In this case, the information transmission module 263 generatesthe game progress request including the new user ID and the regular userID, on the basis of the URL retrieved by photographing thetwo-dimensional code. In addition, in the server implemented with thefunction of transmitting the game execution screen display data, thegame registration screen display data, and the friend registrationscreen display data to the portable device, the implementation processof existing social games can be alleviated by storing the game executionscreen display data, the game registration screen display data, and thefriend registration screen display data in the URL to be included in thegame progress request.

In the foregoing embodiment, the portable device 2 b of the new userretrieves the regular user ID by photographing the two-dimensional codedisplayed on the portable device 2 a of the regular user. Alternatively,wireless communication between terminal devices may be employed totransmit the regular user ID from the portable device 2 a of the regularuser to the portable device 2 b of the new user, instead of thetwo-dimensional code.

FIG. 15 is a diagram illustrating an example of a general configurationof portable devices 2′ (2′a, 2′b). In this case, the regular user ID istransmitted from the portable device 2′a of the regular user to theportable device 2′b of the new user, through wireless communication. InFIG. 15, the same constituents as those of the portable device 2illustrated in FIG. 2 are given the same numeral, and the descriptionthereof will not be repeated.

The portable device 2′ further includes a near-field wirelesscommunication module 27′, in addition to the modules included in FIG. 2.The near-field wireless communication module 27′ includes an interfacecircuit for executing near-field wireless communication according toBluetooth (registered trademark) specification. The informationtransmission module 263 of the portable device 2′a of the regular usertransmits the regular user ID through the near-field wirelesscommunication module 27′. The portable device 2′b of the new userreceives the regular user ID transmitted through the near-field wirelesscommunication module 27′, and transfers the regular user ID to theinformation retrieval module 262. The near-field wireless communicationmodule 27′ is an example of a wireless communication module thatincludes an interface circuit for executing direct communication betweenterminal devices.

FIG. 16 is a diagram for describing screen transitions of the portabledevice 2′ configured as above. In FIG. 16, the same constituents asthose illustrated in FIG. 5 are given the same numeral, and thedescription thereof will not be repeated. Referring to FIG. 16, firstthe portable device 2′b of the new user receives the regular user IDfrom the portable device 2′a of the regular user through wirelesscommunication between the devices. Then, the server 3 determines whetherthe new user is registered in the game and whether the new user is afriend of the regular user.

When the new user is not registered, the portable device 2 b of the newuser displays the game registration screen for registering the new userin the game. After the new user is registered through the gameregistration screen, the portable device 2′b of the new user displays anon-illustrated retrieval screen urging the new user to receive theregular user ID again from the portable device 2′a of the regular userthrough the wireless communication between the devices.

The portable device 2′b of the new user again receives the regular userID again from the portable device 2′a of the regular user through thewireless communication between the devices. Upon retrieving the regularuser ID, the portable device 2′b of the new user displays the friendregistration screen for registering the new user as a friend of theregular user.

Through the mentioned steps, in which the two-dimensional code is notinvolved, the game execution screen displayed on the terminal device ofanother user can be easily displayed on the terminal device of the user,without the need to go through a complicated procedure.

The server 3 may determine whether the new user is registered in the SNSapplication depending on whether the new user has logged-in in the SNSapplication, instead of whether the new user ID is registered in the SNSapplication user management table. In this case, the server 3determines, upon receipt of the game execution screen display data fromthe portable device 2 b of the new user, that the new user is registeredin the SNS application when the authentication of the new user issuccessful, and that the new user is not registered in the SNSapplication when the authentication of the new user has failed.Likewise, the server 3 may determine whether the new user is registeredin the game depending on whether the new user has logged-in in the game.

It is to be understood that it will be obvious to those skilled in theart that various modifications, substitutions, or amendments may be madewithout departing from the scope and spirit of this application. Inparticular, when the game system 1 according to this application acts asthe server 3 connected to the portable device 2 via the network, ahybrid game may be set up in which the server 3 and the portable device2 are each engaged in a part of the processing such that, for example,the game progress screen is displayed on the portable device 2 throughthe web on the basis of the data generated by the server 3, and the menuscreens and so forth are displayed by native applications installed inthe portable device 2. Further, the processing of the server 3 may berealized by using a plurality of servers.

What is claimed is:
 1. A control method for controlling progress of agame performed by a system which is capable of connecting to a firstterminal device of a first user of a plurality of users and a secondterminal device of a second user of the plurality of users, the seconduser different from the first user, the system including circuitry and astorage device, the first terminal device including a photographingdevice, the control method comprising: storing, in the storage device,identification information of each of the plurality of users inassociation with game registration information, the identificationinformation indicating whether or not a corresponding user is registeredin the game, and the game registration information indicating whether ornot the corresponding user is registered in an application other thanthe game; retrieving, by the circuitry, identification information ofthe second user, who is registered in the game, from the first terminaldevice, the first terminal device retrieving the identificationinformation of the second user by photographing an image displayed onthe second terminal device with the photographing device, the imageindicating the identification information of the second user;retrieving, by the circuitry, a game progress request includingidentification information of the first user from the first terminaldevice; determining, by the circuitry, whether or not the first user isregistered in the application; determining, by the circuitry, whether ornot the first user is registered in the game when the circuitrydetermines that the first user is registered in the application;transmitting to the first terminal device, by the circuitry, firstdisplay data for displaying a game screen in the game when the circuitrydetermines that the first user is registered in the game; transmittingto the first terminal device, by the circuitry, second display data fordisplaying a game registration screen for registering the first user inthe game when the circuitry determines that the first user is notregistered in the game; and transmitting to the first terminal device,by the circuitry, third display data for displaying a registrationscreen for registering the first user in the application when thecircuitry determines that the first user is not registered in theapplication.
 2. The control method according to claim 1, wherein thestoring in the storage device includes storing identificationinformation of each of the plurality of users in association withidentification information of another user in the application, andcharacter image data in association with identification information ofeach of the plurality of users, and the control method furthercomprising: determining, by the circuitry, whether or not theidentification information of the second user is associated with theidentification information of the first user when the circuitrydetermines that the first user is registered in the application;displaying at least a character of the first user and a character of thesecond user by extracting character image data corresponding to theidentification information of the first user and the identificationinformation of the second user included in the game progress request inthe game screen when the identification information of the second useris associated with the identification information of the first user; anddisplaying a screen for associating the identification information ofthe second user with the identification information of the first user inthe game screen when the identification information of the second useris not associated with the identification information of the first user.3. The control method according to claim 1, wherein the game progressrequest further includes identification information of a third user ofthe plurality of users, the identification information of the third userbeing retrieved by the first terminal device by photographing anotherimage displayed on the second terminal device with the photographingdevice, and the control method further comprising: storing, in thestorage device, character image data in association with identificationinformation of each of the plurality of users; determining, by thecircuitry, whether or not the identification information of the thirduser is associated with the identification information of the first userwhen the circuitry determines that the first user is registered in theapplication; and displaying at least a character of the first user and acharacter of the third user in the game screen when the circuitrydetermines that the identification information of the third user isassociated with the identification information of the first user.
 4. Thecontrol method according to claim 1, further comprising: displaying aplurality of images generated on the basis of different types of rewardidentification information, on the second terminal device; storing inthe storage device a plurality of rewards each associated with rewardidentification information corresponding to one of the plurality ofdisplayed images; granting, by the circuitry, a reward associated withthe reward identification information to at least one of the first userand the second user; and retrieving, by the circuitry, rewardidentification information by the first terminal device by photographingone of the plurality of displayed images with the photographing device,wherein the game progress request further includes the rewardidentification information.
 5. The control method according to claim 4,further comprising displaying, on the second terminal device, athree-dimensional object including the plurality of images respectivelylocated on the faces of the three-dimensional object, the plurality ofimages being selectable by operation of the first user.
 6. Acomputer-readable, non-transitory medium storing a control program forcontrolling a system controlling progress of a game, wherein the systemis capable of connecting to a first terminal device of a first user of aplurality of users and a second terminal device of a second user of theplurality of users, the second user different from the first user, thesystem including circuitry and a storage device, the first terminaldevice including a photographing device, the control program causing thecomputer to execute a process, the process comprising: storing, in thestorage device, identification information of each of the plurality ofusers in association with game registration information, theidentification information indicating whether or not a correspondinguser is registered in the game, and the game registration informationindicating whether or not the corresponding user is registered in anapplication other than the game; retrieving, from the first terminaldevice, a game progress request including identification information ofthe first user and identification information of the second user, thesecond user being registered in the game, the first terminal deviceretrieving the identification information of the second user byphotographing an image displayed on the second terminal device with thephotographing device, the image indicating the identificationinformation of the second user; determining whether or not the firstuser is registered in the application; determining whether or not thefirst user is registered in the game when the first user is determinedto be registered in the application; transmitting to the first terminaldevice, first display data for displaying a game screen in the game,when the first user is determined to be registered in the application;and transmitting second display data to the first terminal device fordisplaying a game registration screen for registering the first user inthe game, when the first user is determined to not be registered in thegame; and transmitting second display data to the first terminal devicefor displaying a registration screen for registering the first user inthe application, when the first user is determined to not be registeredin the application.
 7. The computer-readable, non-transitory mediumaccording to claim 6, wherein the storing in the storage device includesstoring identification information of each of the plurality of users inassociation with identification information of another user in theapplication, and character image data in association with identificationinformation of each of the plurality of users, the process furthercomprising: determining whether or not the identification information ofthe second user is associated with the identification information of thefirst user, when the first user is determined to be registered in theapplication; displaying at least a character of the first user and acharacter of the second user by extracting character image datacorresponding to the identification information of the first user andthe identification information of the second user included in the gameprogress request in the game screen, when the identification informationof the second user is associated with the identification information ofthe first user; and displaying a screen for associating theidentification information of the second user with the identificationinformation of the first user in the game screen, when theidentification information of the second user is not associated with theidentification information of the first user.
 8. The computer-readable,non-transitory medium according to claim 6, wherein the game progressrequest further includes identification information of a third user ofthe plurality of users, the identification information of the third userbeing retrieved by the first terminal device by photographing anotherimage displayed on the second terminal device with the photographingdevice, and the process further comprising: storing, in the storagedevice, character image data in association with identificationinformation of each of the plurality of users; determining whether ornot the identification information of the third user is associated withthe identification information of the first user, when the first user isdetermined to be registered in the application; and displaying at leastthe character of the first user and a character of the third user in thegame screen, when the identification information of the third user isdetermined to be associated with the identification information of thefirst user.
 9. The computer-readable, non-transitory medium according toclaim 6, the process further comprising: displaying a plurality ofimages generated on the basis of different types of rewardidentification information, on the second terminal device; storing inthe storage device a plurality of rewards each associated with rewardidentification information corresponding to one of the plurality ofdisplayed images; granting a reward associated with the rewardidentification information to at least one of the first user and thesecond user; retrieving reward identification information by the firstterminal device by photographing one of the plurality of displayedimages with the photographing device, wherein the game progress requestfurther includes the reward identification information.
 10. Thecomputer-readable, non-transitory medium according to claim 9, theprocess further comprising displaying, on the second terminal device, athree-dimensional object including the plurality of images respectivelylocated on the faces of the three-dimensional object, the plurality ofimages being selectable by operation of the first user.
 11. A system forcontrolling progress of a game, the system being capable of connectingto a first terminal device of a first user of a plurality of users and asecond terminal device of a second user of the plurality of users, thesecond user different from the first user, the first terminal deviceincluding a photographing device, the system comprising: a memory forstoring therein identification information of each of the plurality ofusers in association with game registration information, theidentification information indicating whether or not a correspondinguser is registered in the game, and the game registration informationindicating whether or not the corresponding user is registered in anapplication other than the game; and circuitry configured to retrieve,from the first terminal device, a game progress request includingidentification information of the first user and identificationinformation of the second user, the second user being registered in thegame, the first terminal device retrieving the identificationinformation of the second user by photographing an image displayed onthe second terminal device with the photographing device, the imageindicating the identification information of the second user; determinewhether or not the first user is registered in the application;determine whether or not the first user is registered in the game whenthe circuitry determines that the first user is registered in theapplication; transmit to the first terminal device, first display datafor displaying a game screen in the game, when the circuitry determinesthat the first user is registered in the game; transmit to the firstterminal device, second display data for displaying a game registrationscreen for registering the first user in the game, when the circuitrydetermines that the first user is not registered in the game; andtransmit to the first terminal device, third display data for displayinga registration screen for registering the first user in the application,when the circuitry determines that the first user is not registered inthe application.
 12. The system according to claim 11, wherein thememory further stores identification information of each of theplurality of users in association also with identification informationof another user in the application, and the circuitry is furtherconfigured to: determine whether or not the identification informationof the second user is associated with the identification information ofthe first user, when it is determined that the first user is registeredin the application; and transmit to the first terminal device, the firstdisplay data for displaying at least a character of the first user and acharacter of the second user by extracting character image datacorresponding to the identification information of the first user andthe identification information of the second user included in the gameprogress request in the game screen when the identification informationof the second user is associated with the identification information ofthe first user, and displaying a screen for associating theidentification information of the second user with the identificationinformation of the first user in the game screen when the identificationinformation of the second user is not associated with the identificationinformation of the first user.
 13. The system according to claim 11,wherein the game progress request further includes identificationinformation of a third user of the plurality of users, theidentification information of the third user being retrieved by thefirst terminal device by photographing another image displayed on thesecond terminal device with the photographing device, and the circuitryis further configured to: store, in the memory, character image data inassociation with identification information of each of the plurality ofusers; determine whether or not the identification information of thethird user is associated with the identification information of thefirst user, when the circuitry determines that the first user isregistered in the application; and transmit to the first terminaldevice, the first display data for displaying at least the character ofthe first user and a character of the third user in the game screen,when the identification information of the third user is associated withthe identification information of the first user.
 14. The systemaccording to claim 11, wherein the circuitry is configured to store aplurality of rewards each associated with reward identificationinformation corresponding to one of the plurality of displayed images,the second terminal device displays a plurality of images generated onthe basis of different types of reward identification information, thecircuitry is further configured to: grant a reward associated with thereward identification information to at least one of the first user andthe second user; and retrieve reward identification information by thefirst terminal device by photographing one of the plurality of displayedimages with the photographing device, and the game progress requestfurther includes the reward identification information.
 15. The systemaccording to claim 14, wherein the second terminal device displays athree-dimensional object including the plurality of images respectivelylocated on the faces of the three-dimensional object, the plurality ofimages being selectable by operation of the first user.